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Posted: 08 Aug 2006, 11:21
by FizWizz
<3 the Marauder IIC. Lynx has done a great job with the texturing on the Timberwolf, although a climate-specific camoflauge pattern isn't that great when you're in a different climate. The desert camo still looks better than the gunmetal skin though (needs a bit more accent imo).
If Bobthedinosaur and ArchangelofDeath are reading this: I'd like to see you guys on MSNM soon =\

Posted: 08 Aug 2006, 20:01
by Wolf-In-Exile
Thanks for the feedback people. :-)

SJ: lol, i'm not complaining. :P

As i'm still working on the detailing, I haven't moved to the reflection layer yet, i'm doing it as one of the final touchups to the model.

Fizz: The camo skin is just a test to see how well the mech looks with it, i've textures for any kind of environment so thats not really an issue.

That however, brings up the question of what kind of paint scheme do you want in the final in-game model then?

Posted: 08 Aug 2006, 21:33
by rattle
Should be a paint scheme which goes well with any type of map (desert, woods, arctic, alien, what ever).

What factions are there going to be? If it's Steiner vs. Davion for instance then you know how they're supposed to look like.
I'd say use the faction's color scheme :)

Posted: 08 Aug 2006, 22:42
by Drone_Fragger
What % would you say this mod is done of this point in time?

Posted: 09 Aug 2006, 07:26
by bobthedinosaur
umm... no comment

what i mean is we are still working on some important design parts for the mod, so as we can try to create models we are still not decided on how we want to go about this. there is talk about a mini mod (trial of annihilation style) and a few expansions fo rt, while we work on the final mod design which should differ in game play from the mini mod.

Posted: 14 Aug 2006, 12:28
by Wolf-In-Exile
AoD: i'll tex that in later. :p

Update:

* yes, I noticed the texture bug on the left arm, its fixed. Just ignore it. :p
* also, the leg decals may or may not be in the final skin, i just put it there to retain the "Classic" Battletech look, as you may have noticed with some of the detailing.

http://img209.imageshack.us/img209/2887 ... p3aek7.jpg

http://img209.imageshack.us/img209/9251 ... p3bsi0.jpg

http://img209.imageshack.us/img209/1725 ... ip3fq8.jpg

http://img209.imageshack.us/img209/6012 ... p3cyb0.jpg

Posted: 14 Aug 2006, 16:07
by Zoombie
Is that an in game, actual modle? Cause it if it...COOL!

Posted: 14 Aug 2006, 16:44
by TDATL
to Wolf-in-Exile:

lol I just saw that post in the battletech forum over at TAU :lol: .

I have been waiting most eagerly for this mod. I have been in love with battletech ever since getting mechwarrior 2 A LONG time ago.

I like the leg decals personally. also I love the Timber Wolf. when I saw the previous example of the model on the TAU fourms I just had to play battletech stuff or die. I reinstalled all my mechcommanders and all of my mechwarrior 4 stuff (3 is buggered in xp). then I put on C&C generals for "the capellan solution" battle tech mod. now that you have me salavating all over my desk you must continue to release more tasty morsols :twisted: .

I can't wait for it to be done. but seeing how much work is going into it Im glad to wait (providing pertty pic undates like this).

Posted: 14 Aug 2006, 16:46
by Zoombie
The leg decals are boss.

Posted: 15 Aug 2006, 10:54
by Wolf-In-Exile
Zoombie: yes, that's the actual ingame model. :)

TDATL: lol, er, thanks. :p

Posted: 23 Aug 2006, 20:36
by Wolf-In-Exile
Sorry for the late update, been busy with RL work.

Front:
Image

Back:
Image

Camo schemes:
Multi-Environment, Dune, Deep jungle
ImageImageImage

Urban, Tropical Jungle, Elite
ImageImageImage

Posted: 24 Aug 2006, 02:30
by bobthedinosaur
right now there is no real way to make multi camo schemes work but that would be awesome if they could. maybe some fancy scripting /(probably need coding too) to detect the type of terrain the unit was built on and change to that model?
but they all look awesome :shock:

Posted: 24 Aug 2006, 02:34
by Gnomre
Wouldn't quite work that way, bob, since you can't dynamically load the model. You'd have to make one s3o with several copies of the model and then sacrifice texture resolution to do that and... yeah, it'd suck.

It would be cool if we could dynamically load a different skin from the script though.

Posted: 24 Aug 2006, 04:27
by Neddie
Gnome wrote:Wouldn't quite work that way, bob, since you can't dynamically load the model. You'd have to make one s3o with several copies of the model and then sacrifice texture resolution to do that and... yeah, it'd suck.

It would be cool if we could dynamically load a different skin from the script though.
I was discussing that with some people, proposed it for some of the E&E reskinning earlier. It's another cosmetic feature to ask for at some point!

Posted: 24 Aug 2006, 06:21
by Wolf-In-Exile
Doesn't really matter if it doesn't, I didn't plan for that in any case cause its more of testing the quality of the UV map and the camo textures.

The actual game skin will probably be the un-camo-ed version in the first two pics, the Urban camo or the Elite version with several tweaks.

Posted: 24 Aug 2006, 06:50
by FizWizz
It would pwn to be able to adapt the camo to the map, but alas, you cannot. The only way to get dynamic camo would be to paint the team color as the camoflaughe (and even then, you'd only be able to do shades of a single hue).
I was thinking, what if the Multi-Environment camo could be used for Clan forces, and Tropical Jungle for I.S. (or the other way around)? What do people think of that?

Posted: 25 Aug 2006, 03:04
by bobthedinosaur
*cough* code *cough*

Posted: 25 Aug 2006, 06:16
by bobthedinosaur

Posted: 25 Aug 2006, 06:53
by Dragon45
You finally UVMapped the mod! :D

Posted: 25 Aug 2006, 06:54
by FizWizz
goodness no, that is not UVmapped, it should be obvious enough if you look at the teamcolor polygons on the models in the first picture.
By the way, Bob, congratulations on your Mechwars content finally seeing the light of day :-) !